#ifndef _COMPONENT_H_
#define _COMPONENT_H_
#include <iostream>
namespace fe
{
    // just for the containers
    class Entity;

    class Component
    {
    public:

        enum TYPE
        {
            Sprite, Animation, Collision, Position, Input, Max
        };

        int type; // for future components not build into the engine

        Component(){m_entity = NULL;}
        virtual ~Component(){m_entity = NULL;}

        Entity* getEntity() { return m_entity; }
        void setEntity(Entity* e) { m_entity = e; }
        // unity stores all components from the entity here
    protected:
        Entity* m_entity;

    };
}

#endif
